The Small PP Killer Build – Dead by Daylight



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29 thoughts on “The Small PP Killer Build – Dead by Daylight”

  1. Killers: Call survivors using the extremely easy and safe build small PP
    Same exact killers now: I don’t know Scot, calling someone “Small PP” is pretty offensive dude.

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  2. Not gonna lie Scott when I read the title I figured it would be Ruin, Undying, Tinkerer, and then I saw the spirit fury enduring blight gameplay and I was about to get seriously annoyed if that was the combo you were gonna complain about lmfao. Should have figured the gameplay had nothing to do with discussion as usual.

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  3. Sometimes I get a bad match and in my anger I choose violence and play infinite Mori Myers but then I get a squad of baby sweets and feel bad so I let them go I consider infinite Mori Myers my crutch build

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  4. Maybe the old ruin/undying, now it doesn't help that much. Totem spawns are super predictable and if you are playing against a survivor team with half a brain your totems will die in 2 minutes or less. And tinker is good but this build falls somewhat flat due to how badly totem perks are designed as well as spawns for them being predictable on most maps.

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  5. Hot take: Hex builds are never oppressive on the vast majority of the maps regardless of the killer they're run on unless you as the survivor allow them to be. Can't find a totem? Run Detective's or Small Game/Counterforce. You will never not find totems with those perks, and if they were run as often as Iron Will, Unbreakable and BT hexes wouldn't even be viable. On top of that the insane frequency at which survivors spawn next to totems can and does render them useless instantaneously in probably at least a third of my matches. I rarely keep Undying beyond the first 30 seconds of the game as Blight, and either Ruin or Devour usually follows within the next minute after that, leaving my build with one hex plus Discordance.

    "Just do bones" is a bad argument for NOED because changing your entire game plan for one perk is dumb, but 2 people (or 1 person in a SWF) with Detective's or Counterforce/Small Game essentially guarantees any active hex is gone in 2 minutes. I've been running Small Game/Counterforce in 2 man SWFs lately and we're not only winning the majority of our games, but also leaving zero totems on the map by the 2-3 minute mark without ever prioritizing them over gens.

    All-in-all I do not think Pop should work as a backup for Ruin, but just double and triple hex builds in and of themselves are not oppressive unless no survivors are running totem tracking or they are just bad at the game.

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  6. The big difference here is, Ruin/Undying/Tinkerer has counters. There's literally perks (counterforce, small game etc) designed to not only incentivize, but make it extremely fast and easy to find and eliminate totems. Then they're just gone in the first minute. I know this because more times than not, I'm in a duo with a guy who runs an anti totem build, and not only does Ruin/Undying go, all totems go in the first minute or so. It's a full-proof, 100% counter.

    What is the full proof counter to Dead Hard? Or Unbreakable? Or (to a lesser extent since it's nerf) DS? or Iron Will (I don't really care about Iron Will, but it doesn't change the fact that it has no counterplay)?

    Now if you're running POP with this build too? That's a bit much, yeah. But Pop isn't part of the "small PP" discussed in the video.

    That all being said – I hate hex perks with a passion. I can't stand them. Inconsistent trash.

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  7. Scott, this isn't a small pp build as I cleanse the totems as a solo survivor. Kinda worried why you don't mention SWFs using comms, you can say the devs say it is fine but it is still an unfair advantage over other players… that is a definition of cheating. DBD need to fix maps, SWF imbalance then actual balancing can begin

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  8. I feel like ruin undying tinkerer on blight and nurse isn’t that bad because both of them take skill like you can run that build with them but their powers take skill to make up for a op build

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  9. Now that we have decided what the small PP builds are, what about the big PP builds for each side?

    My vote for big pp build for survivor is definitely Head On + Flashbang, but what about killer? It's a bit hard to judge because all of the potential candidate perks I can think of are somewhat situational, Devour Hope for example requiring the killer to use M1s frequently. Blood Warden based endgame builds are always hilarious and high risk so maybe something like that? Curious to hear everyones thoughts

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  10. Honestly, Ruin + Undying isn't even the strongest way to run this. Ruin + Devour is stronger. Say your devour totem is found first and cleansed, it's basically the same as running ruin + undying. If your ruin totem is found first, then you still have devour, which is arguably stronger if left unchecked.

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  11. oh man, you just never face a hag with top-tier perks like corrupt, make your choice, ruin and thanat, oh man that's disgusting. why do I know this? well, first-of-all there's my guy Michi, second is, well, I run them at rank 17(i didn't play dbd for a loong time) and i win every game, usually even before the first gen pops. oof. like i got a winstreak of i dunno, 20 already. and before i quit it was the same

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